~ 90 Games Long ~

Written January 31st, 2024 - Last year, I spent a lot of the year rendezvoused with a group of friends who actively encouraged each other to seek out new things, and watch each other play obscure singleplayer games. As a result, the amount of short, strange and unique games I played skyrocketed, and I finished probably the most games in a single year I've ever by far. This year, this will hopefully continue because I like my friends. Sidenote, the two first video games I played in 2024 are Fortnite and Left 4 Dead 2. This says things about the year, I think. some yin and yang shit
Writing this now, December 31st 2024 - Hello!! If you're reading this, thank u! Good luck to all our 2025s; next year I'd like to put a lot of the time I spent playing things into making things. The best I can do is at least share some of the joy I got from playing games alongside my friends here.

As per usual the sorting on these lists is extremely arbitrary and stupid, please don't think about it too hard. ratings are dumb that's why there's so many words here


(Replays included)

 

Unranked ~ Room Explorer 2010: Deluxe Lover's Paque

just a silly lil comedy game but its got a lot of good visual n audio gags that made me giggle n my brain felt good. it was like 15 min long have fun

 
 

Unranked ~ Daiku No Medium

Got this for free due to the creator's birthday (happy birthday!) and think it's definitely chill. I know that people come to reviews for certainty and not conjecture, but I honestly kinda struggled to see how much this visual novel was supposed to be a contained message, and how much of it was set-up for a larger universe. I know that the person who wrote this quickly moved onto a sequel after making it, but also the Milk games have given me a bit of faith in seeing something meaningful in the protagonist's hysteria, so I dunno. Not a diss, but it's just written in a really innocuous way where I couldn't tell if I was searching for metaphors in a literal text IDK.

 
 

75. Marvel's Spider Man

one of the worst games ever maaaaade baby

 
 

74. New Super Mario Bros. 2

You know how everyone remembers "Thank you for playing my game"? This game's credits end on a copyright disclaimer paragraph

 
 

73. Turnip Boy Robs a Bank

Why do they say "based" so much in this game. Have any of the developers of this listened to Lil B before
So I kinda hate-played this, which should probably be clear for anyone trying to vouch if they'd like this. If you think you'd like this you probably will. It's doing like a cringe comedy thing, where I kept wondering if the jokes are supposed to be sincerely funny, or if it's supposed to be like, a nostalgia thing. Am I supposed to be like "oh, i remember that 2016 reddit meme". This is all attached to a minit-type thing - doing baby zelda puzzles but 3 minutes at a time - that literally never felt like it was real. It all just feels like the gameplay exists as pacing for the dialogue. and uh
it's less offensive than the first one at least. at least it doesn't end with an edgy twist where you kill someone (horrible to think about how this is a series people follow the """""""lore""""" of though, sincerely makes me shiver)

 
 

72. Mr. Dubstep

lawful neutral video game

 
 

71. Silent Hill: The Short Message

wanted to defend this but unfortunately its kinda weaksauce. an extremely talented art direction staff painstakingly recreates visual tropes I saw with this exact depth 10 years ago in anti-cyberbullying campaigns. and for what its worth, those topics are important - ppl unfairly hate when things have phones, social media, and words like "selfies" in them even though it's all obviously inextricably linked with reality - but those topics are handled clinically in a way that's hard to resonate with. even at the most sympathetic i can be this very obviously reads like adults writing teenagers which gives this an impersonal cadence; a lot of people are gonna pick up on that and miss the forest for the trees by calling this tumblr or whatever. i hate gamers but this thing made me play 3 bad corridor levels so maybe it hates me too
also i think it's okay for horror to be unintentionally funny sometimes

 
 

70. Neon White

Didn't think I'd actually finish this...anyways it's unfortunately one of those times where I dropped a game, returned to it, hoping it'd get better, and then it didn't. The gameplay loop is just way too formal for my taste; the way you do a straightforward, hyperlinear level, and then getting the highest rank is just about hopping around corners, and finding like, one skip. "ohh, you have to go around" I say at some point every level. Started having more fun once I just stopped paying attention to that and rolled through a bunch of linear tight stages without looking back, which is a bit disappointing! Because what this game is special for is that it has such a good guidance and satisfaction for learning how to speedrun it, yet the meticulous playstyle it guides you towards kinda feels like solving the same puzzle over and over

 
 

69. Beeny

This is the most disillusioned I've felt in a while with Siactro's shtick. I know that they serve a sort of sacred purpose for a site like this: people want to complete and log games in a reasonable time, and 20 minute long experiences are great, but listen man. Go play Super Mario 1 on your 3DS or something. You can have so much more fun just playing a video game without the intents of finishing it than finishing this game
Level design is just not there. It barely feels designed

 
 

68. Super Kiwi 64: Doomsday

This is a little better...I'd consider it a palette cleanser, but I didn't like this game in the first place. Pretty okay stuff, Kiwi still controls really good on mouse and keyboard, and most of the goals feel fun to execute. Wish it had like 1 more layer of design

 
 

67. Crisis Core: Final Fantasy VII

Stop gambling. Awful tacky trash game from the #1 company for the best tacky trash games in the world. Kinda impressive how much people like this game VS how little they like the individual bits of content within it.
Full Review

 
 

66. Kids

split on this bc i don't care but it was nice tho. just don't care at all about the imagery on peer pressure, feels like without attaching explicit examples of subject matter, it's kinda an obvious observation rather than meaningful social commentary. maybe that's a weakness on my part to not fill the message in with my own personal experience. it's pretty doe. and got fancy programming. so it's fine

 
 

65. Momodora: Reverie Under the Moonlight

all my loser friends who are contrarian about dark souls like anime boobie dark souls they gotta grow up idc
Shit is mid etc. indistinguishable in quality from most of the indie metroidvanias on the market - with all of its strengths being plainly borrowed from elsewhere - other than a really well placed Smash Bros. forward aerial in the main character's kit. We like those

 
 

64. Demonizer

Fun but painful; the most my experience with a game has been ruined by a singular trait. Plays very tightly - great sense of speed, it even has a semi-personal story about religious identity suppression - but the art put way too much stress on my eyes. The way the backgrounds and foregrounds don't have enough contrast, the semi-frequent quickly moving backgrounds, and things like point icons and explosions overlapping with these things just ended up making my eyes very hurty. Please program a background dimming feature at least - I know gamers occasionally get mad about accessibility demands, but we gotta keep indie devs with this many devs on it to some accountability

 
 

63. Shovel Knight

2014 sure was a long time ago, huh?
I remember this being a huge deal when it came out, to the point in which I played it the day it came out; a modern NES game set out to live up to idealized memories of the console. It has this aiming-for-perfection feel to it - every room is crafted with a hyperpolished answer in how you play it...and I think that's why I don't click with it super hard these days? It feels too puzzle-y for a game without much variety in puzzles - it doesn't help that the subweapons are avoided in the level design, due to being technically missable. Leaving you with a game that follows the "beatable with only a shovel" mindset all the way 'till the end, when this game feeds you a bunch of optional weapons that are so boring and underutilized rly hurts the variety on this piece. Half of them aren't well-equipped for battle, leaving them feeling useless outside of their 1 (at most) designed sections. I kinda just want some chaos in things that play like this, that lack of polish in things like CV1 Medusa-head rooms actually lead to some cool emergent moments. This feels a bit stale and plastic 2 me.
I don't have a review for this, but I fundamentally altered my friends review by accident; he asked me what I thought of the mechanic where you get money for breaking the checkpoints, and I responded "it's clever" and he clocked the malice in my voice

 
 

62. Mega Man X4

As it faithfully follows its mandated structure, it is fated to always be kind a interesting, and never be very interesting. I've played very few games as cramped by simply following the acts of the series its in; anyone raised in the empire of Mega Man must speak only the language of Mega Man, it seems.
Full Review

 
 

61. The Legend of Zelda: Echoes of Wisdom

hmmmmmmmmmm hmmm hmmm hm scratches my chin this is okay i think. very okay, too okay. it is a culmination of every feeling i've had that spinoffs are where ideas go to die. everything here is Quaint but not Elaborated and definitely not Worth Trying Again; nothing here is evolutionary, and that can be okay. but i think it deserves a lil more idk. sauce it up

 
 

60. Handshakes

somewhat clever and somewhat cute. i played it cuz i thought the cover was funny (and you can too! it's free)

 
 

59. Ys I Chronicles+

bump combat is the song of the summer
Dragon Quest intrigued me enough to want to check out another 80s RPG, but I think I underestimated how earnest what I saw as a novelty really was to hop into the original NES version. Playing a remake that has clearly had both another era's artstyle and style of gameplay grafted onto it kinda makes it feel more like I'm being told about a legendary relic of the past rather than actually experiencing it.
I feel like i got scammed this steam port barely runs on my pc and has botched boss fights r u serious
Despite everything this sold me that Ys I probably rules to be honest. Not just to compliment things for their timeframe (plotpoints like a minor character dying when you revisit their village later on are really neat) but the final dungeon being half the game is just so cool. Everything is a buildup for this moment and it's so earnt. Ys I is my favourite game I've never played and no this doesn't count as playing it

 
 

58. Buckshot Roulette

Keep gambling
Played this for a night and it's chill. Really card game-y optimization style I enjoy, but in super fast-paced form factor. They made a hypothetical dorkly video in which mario party is russian roulette and made it playable and i like it. Shoutouts to the developer's raw restraint for not turning this into another multi-million dollar roguelike IP and it still selling that much anyways

 
 

57. Doronko Wanko

(^∇^)(^∇^)(^∇^)(^∇^)

 
 

56. Final Fantasy VII Remake: Episode Intermission

The goal of these five hour DLC expansions games get these days is to create a rock solid slice of the best bits of the original, and this is admittedly pretty middling. It's just slanted like 30% the great things about Remake, and like 70% the parts that make me start yawning; flaccid sidequest design and embarrassingly un-energetic playable cinematics in between the actually well directed cutscenes. The 30% however purified Square energy - managed to pull together a cool fight out of some Dirge nonsense, while ending it off with a scene that's equal parts hamfisted and meaningfully mature. vee re trilogy is a personal victory for me so far, they keep making me find these bloated busted trashcore games endearing...weird that I kinda feel like Remake is a grower game for me

 
 

55. Animal Well

Think Animal Well is an extraordinarily capable little thing when it puts the focus on the Animals - the way it structures all these highly idiosyncratic little guys that are perfectly placed to surprise you is always a treat. Reminded me a lot of the tricks Resident Evil games pull; something like the sleight of hands that introduces an animal with an obvious safe spot to protect yourself from, only for the next one of those animals to be different from the rest and outsmart you creates these highlight moments that totally rule. On the contrast feel incredibly understimulated whenever the game left me to my own vices, dropping tools through copy pasted lever and piston puzzles for way too long. Frankly think the baseline of puzzle content in this is way too low for my taste; not even that it was too easy, but that its novel concepts don't really last to the extreme repetitions this medium-sized game thinks they do.
Doing post-game so far, but just don't buy this game's whole 'metroidbrania' angle. This game does not have the juice in it to pretend that its less-complicated-than-late-game-zelda-dungeons shit is an enlightened experience, just because it makes me take notes about cell cages and rabbits. I don't think I want to be too cynical about this, because the game does nudge you that you can take your leave when it shows you the credits 1/4th into the whole experience. And I think I'll try and take my leave before I personally get sick of it too, because there's a lot to like here. Stunning neon light psychedelia layered on creepy crawly adventure exploring is still a decently fun time no matter what.

Also, can y'all stop fucking posting about Dunkey in the reviews for this game thanks. He did not make it, and I know that you know what a publisher is!!

 
 

54. Splatoon 3: Side Order

Nintendo games (and the AAA space as a whole, really) has embraced a style of forcing you to find what engages you, sidelining difficulty as optional as to let anyone beat a game. Makes sense they'd try a rogue-lite, since their permanent upgrades siphon serve to balance the game out for whatever plays need. Doesn't quite sit with me though, and this was no exception - these runs are filled with so many little moments of jingles, loading screens, challenges with a set pace you can't speed through - which leads to a game in which runs are just too long to play without upgrades. A single mistake and a run that wasn't even close to ending rips 40 minutes out of your day. But then I play with upgrades on and suddenly the early-game in this is like, boring! No tension havin ass!!!...wait this is just my opinion on hades. roguelites huh
Beyond the weaksauce formatting, the room design here is actually great; the construction of PVE here is the absolute best in the series. Sometimes! When the context of the rooms align to allow the rooms themselves to be engaging! Truly a good game in a bad structure averaging out for me, hurts to see

 
 

53. Pokémon Black & White Version

The weaker entries in a series you love really helps put into perspective how much you genuinely like a series, right? Kinda lacks what I come here for - the routes are vibeless straight paths with no sense of adventure, and the emphasis on story is totally misplaced - but I still did my Pokemon things. I raised my little guys and it was cute and good and nice. Definitely not the "best game in the series" people occasionally levy it as; its low ambition in region scope kinda reminds me of why I don't like the 3DS Pokemon games much, its pretty presentation sure does keep it more likeable than those ones, though.
Full Review

 
 

52. Celeste 64: Fragments of the Mountain

Saying Farewell is too hard, sometimes we gotta reminisce...
Anyways, this is cute :3 Celeste has really good fundamental design that translates naturally in 3D to an extent I absolutely didn't expect. The way that everything takes place in a single room that has you seamlessly hop from puzzle to puzzle is very satisfying; your momentum hops let you take so many cool shortcut that makes this flow wonderfully. The devs absolutely deserve to brag that they made this in a week - but a few more weeks could've polished this out into a much better project. The camera's angles truly hold this back a lot; I tried speedrunning this, and found that there's this single small curved platform that feels horrible to interact with due to the game's depth perception. Made me think back to my journey with this game "series" (can we really call it that), though: Celeste came out in a time in which I wasn't in tune with games at all - just did not have the energy to engage with the medium - and me randomly stumbling onto it near launch still represents a genuinely formative little thing for me.

 
 

51. Franken

I feel like there's nothing of value I could say about this and that's okay. It's pretty funny. I like that most of the dialogue isn't even jokes and is just 80s translation strangeness. The art is beautiful, and I spent most of the time playing this thinking about how nice the licensed music choices were only to realize the music is actually just stolen (lol zeta gundam) - not that I have a problem with that. Cute - brought me back to watching Megaman sprite comics like 8 years ago on youtube - I'm excited for this person's next project :3

 
 

50. Fatum Betula

Well constructed in a room by room sense aesthetically. I also am one of those sickos who likes doing the puzzles in these types of games, which is a necessary requirement for this one. I also thought the game's endings generally felt disconnected from each other, but I'm not sure that matters.
So around 2/3rds into my time with this, a friend joined my stream, and I explained them a bit about what I had seen so far. The endings gave them the impression the game was trying to be profound; I said something like "I don't think the game is trying to be anything". This confused them very much until we found a secret ending in which the creator of the game bluntly says that this is an atmosphere first, meaning secondary project. I guess I got this game's shtick pretty early, huh.

 
 

49. Adios

Ended up feeling pretty good about this little thing.. The voice acting is really well cast set to this style of un-metaphorical, straightforwardly emotional prose. Definitely feels like the writer likes the romanticization of depressed old men as much as they relate to them - which is fine, cuz I also like old men. Though, when considering why this felt slightly whelming to me, I had to recognize this is written like a two person play, but is largely just about one character. Generally, bringing that up would imply a criticism of the work not using its time well, though I still ended up finding it kept a strong tension the whole way through.
Also, just wanna say how funny it is that this got a 3.1 on this site, and negative reviews from a bunch of people who were clearly never supposed to like, end up with this game in their hands. Reading some of it felt like if the CoD and 2K crowd found Hello Charlotte or something lol

 
 

48. New Super Mario Bros.

streamed all of a fast playthrough to friends in 2 nights and we were losing it the whole time. funny lookin game
Moderately appreciate the difficulty scale on this one. Think it's capable of being p inconsistent between levels, but it has the right balance of starting baby brain, but actually escalating in a way that'll teach kids how to be better without killing them. I could've played this as a kid! The worst big structural change here is Star Coins, which I borderline dislike; I think the most fun part of Mario games are the athletics and speeding thru levels, and punishing me for not going down random pipes feels like it works against what I like about this series.
....whatever bro. this playing video game shit is so stupid. what do you mean i have opinions on new super mario bros

 
 

47. Kitsune Tails

Usually a hater for indie games that are blatantly doing the shtick of mimicking another game. Defo comfort food-y but that can always be a good thing in the right mood and I played this while very sick and felt better usually don't make admissions like that but whatevr... They made a p good Mario 3-style game, with some rly good enemy design to keep propeling yourself forward. Infinite lives, and you respawn at the start of every room, but it keeps the 'run' alive well in a room by room basis. almost all the power-ups are movement upgrades, so there's lots of that best-of-mario feeling of keeping the flow up, while trying not to get hit as you'd lose a big part of how you flow :)
unfortunately on the contrast, the game's 'second act' replaces stage power-ups with having a character with no power-ups but a bunch of extra moves and I just didn't fuck with it at all. I think the nicest thing I can do for a small indie is to take what I can get from it, and reinforce the point that the main campaign was pretty nice

 
 

46. Crash Bandicoot

Naughty Dog: single company in game history to never ever have internet?
Definitely racist, generally rancid vibes, but unfortunately solid as fuck, so I can't hate. Getting save points from finding optional rewards is interesting! The platforming is rudimentary but solid. I like that it sorta has recurring sequences that show up a bunch of time, but each re-appearance is a bit more flow state-y. Ie; a section where you have to jump from temporary platform to platform is brought back in a later level in which you they disappear and reappear so fast that you can't stop. Also extremely neat looking baked-in lighting. While playing this, I thought a bit about how this game was prototyped so aware that it was a reaction to mascot platforms that was initially codenamed "Sonic's Ass", and now the same developer's modern claim to fame were art games. the game industry is funny

 
 

45. Pokémon White & Black Version 2

More traditionally good, more shallow, more personally compensating. The game simply has better pacing and a general flow that's better than the original, more traditionally good. The storyline has given up on evoking literally any emotions at all, more shallow. And the new content makes it a more worthwhile game despite all this, more personally compensating. The worst thing I can say about it is that as a game to run through a singleplayer campaign of and drop afterwards, this is maybe one of the worst games in the series? I absolutely get why I played this game for 200 hours when it came out, though; shit is stuffed.

 
 

44. Shy Guy Surfing

My girlfriend found this on itchio and made me play it. Flappy bird, but with aesthetics that perfectly replicate the exact cadence of a Super Mario Bros. Z episode. Pretty good!! If you can guess who the journey mode final boss is, you're cool as fuck

 
 

43. A Short Hike

sheeeeeesh
i like this honestly. rly simple world progression + the little flutters of momentum you can put into ur glide + good mystery hiding is just all really cute. on my initial playthrough, during the final conversation the game assumed i had gotten to the end through an alternate path that i didn't actually go through - i just messed around and the game couldn't imagine me doing it any other way. gotta love the video game emotional catharsis of a cute ending scene -> a rly pretty final setpiece -> me learning i sequence broke somewhere. neat

 
 

42. Milk Inside a Bag of Milk Inside a Bag of Milk

A pretty good depiction of the abstract damage of thought loops; the fact this is named after a semantic is apt. Isn't exactly meaningful in the sense that it says something about the experience, but I believe a good portrayal of something isn't any inherently less valuable than a good ultimatum on it. I am also glad the intrusive thoughts quickly just game over you rather than emphasizing them as a choice that leads to Routes and Content, I think it works just fine as thematically conveying that giving in the urges of your intrusive thoughts will quickly bring an end to your day. The way they loom as a constant temptation with no real reward or value adds a subtle weight to your key presses that defo adds to the atmosphere. For its short length, I'm sold on this as an effective work, really - just please dont shes just like me post about it though thats not funny bro we arent cool with that!!!!

 
 

41. Unsighted

Kinda conflicted on this one...it's one of those projects that have highly-inspired set dressing permeates through the mood, heightening the whole experience, but the meat of said experience is a little bit weak? Lovingly crafted decaying world that makes every mistake burn that sense that you can't save anyone into your mind; said decaying world is littered with Dungeons You Beat With One Tool and Enemies That You Beat By Parrying. I have to compliment that it's remarkable that its failings are so much closer to a AAA game than an amateur one, this is an incredibly impressive work. Gonna hold my discretion for a second playthrough cuz this absolutely hits, just think this could be a little more corporeally tight - a bit more good in real ways - not just moods set by instinctual reactions to mechanics I never truly grasped the depth of

 
 

40. Kirby's Dream Land 2

Was pleasantly surprised by this one - it's one of the last few Kirby games I haven't ever played, in a series I mostly feel like I've grown out of - and it actually feels like it plays to the Gameboy's strengths. I felt like the 3DS Kirby games were weak due to screen real estate leaving the level design feeling dry and minimal, while this one has super concise and clean room layouts. Enemy design is good too, some genuinely fun little fights here. Plus I'm not falling for the bait of wanting to fight a secret final boss again, every time I 100% the Dark Matter games I like them less, so this time I stopped myself. Bad ending best ending ^_^

 
 

39. Rabbit & Steel

As someone who has had a million issues with Rogue-likes as a genre AND doesn't play FFXIV.. Can I even talk about this one in the same way as most ppl? I Dunno. But it's nice. Love the organic conversations that'll spawn each time you're on that item screen; gets everyone chatting about simple teamwork and stuff. It's sweet! SteelPlus is rly fuckin good on the FL studios sticks!!! I like dodging things!!! I like it!!!

 
 

38. Wario Land 4

A Nintendo game in a really idealistic way; colourful, thoughtful, and joyous to play in simplistic ways. The whole structure of these very middle-paced, puzzle-ish levels that you'll naturally learn the layouts of as you slowburn through them, only to have to run backwards through it - re-contextualized as a speed game - is straightforwardly genius. I think that the heist "get all the treasures before time runs out" structure is a bit disappointing, I wish there was a real repercussion for finishing a level with most but not all the treasures, retrying it and barely having to engage to get the last one. But regardless, you're luckily bound to have a handful of breakneck exhilarating experiences to take away from this, really fun :)
Doesn't help that it is lovely in a lot of ways I can barely quantify, possibly in leagues for Nintendo's best aesthetic outing. The music's usage of the cheap GBA bitrate gives it this highly synthetic and ~ Uncanny ~ feel, that in combination with the obscene variety of genres here makes it feel a bit like listening to music through a broken radio. This combines beautifully with psychadelic look, and manages to hone everything in on making those panic moments creepy. This game scared me when I first played it as a kid!! And it's still kinda intense!!

 
 

37. Sonic X Shadow Generations

A bit hard for me to revel fully in the evident victory this game represents for the Sonic fandom - an utterly clean and confident release that actually feels like it's trying to stick out in people's minds. Frontiers put its foot down on running away from Sonic being dumb and serious, Shadow Gens then forces you to really look and accept the series' complicatedly embarassing history. It's cool! And I do have qualms with the relationship this game has with the past - it doesn't quite outgrow the inherent reliance on the past of Gens, which makes me a little sad. To me, a 2024 Shadow game should probably look like...evil numetal skateboard park music videos with aliens in it, not regular levels from Sonic Heroes and Forces. But I had my fun!! Slick level design that reminded me a ton of the more developed stuff in 3 & Knuckles; not necessarily the deepest speedrun game ever, but first playthroughs are filled with a dozen moments of exhilarating split-second decisions. Turning Chaos Control into a real mechanic where you manage pausing time to lower your speedrun is super creative, just a fun time messing around in Time Attack with this one.

 
 

36. Downwell

First game I finished of 2024 is a game I'm not sure every person who's played it knows has an ending? Anyways, this is a very well crafted little thing; the phone rogue-like hook initially underwhelmed me until the sheen of exactly how sharp the combo system glowed from underneath. Love bouncing on little guys, love the push and pull of figuring out when to stop bouncing on little guys. The procedural generated nature of a rogue-like really does favours for the way you have to put your faith in gravity with this one; I can't imagine it being as tense if you could memorize it. The more I played it, the more I was convinced the game is quintessentially perfect - with the caveat that this is definitely a PC and console game, don't fall for its vertical resolution siren song.

 
 

35. Super Mario Sunshine

Wouldn't call it a refinement of Mario 64's movement persay, but does carry forward most of its solid fundamentals in combination with some good experiments. Moving while aiming the FLUDD is shockingly solid in a way that almost feels reminiscent of aiming while moving in a keyboard and mouse game... And sometimes, the game finds fun application for these systems. Sometimes, it makes you push a watermelon, sometimes it makes you ride a yoshi on a boat
This game's hilarious. It really has a Sonic game's mindfulness for the things it wants you to do, the sidelines and the distractions. It's underthought in a way that belies Nintendo's notions for making Mario 64 this clearly intended to be timeless thing, but never quite ruining it or pushing the concept beyond the edge to where I couldn't enjoy it. The things it asks you to do are mostly silly, that's all

 
 

34. Castlevania

Mostly holds up from my last playthrough, but I think I am a little tired of how 50/50 the enemy interactions are in this. It's exactly deep enough to where the gameplay is comprised of a good mix of quick reactions and smart reads, but not any deeper to which a single enemy actually poses a threat when you properly react like, twice. Stage design is still great, love the challenge of carrying a subweapon across multiple checkpoints! It's weird to think I liked this more when I was worse at video games; I guess that's just how the satisfaction of playing a well balanced but difficult game works. Take my underrating here with a grain of salt, it made me wonder a bit if I've overplayed Castlevania

 
 

33. Emio: The Smiling Man - Famicom Detective Club

Extraordinarily normal visual novel. U look at the stank ass MAGES remake portraits, and it tells u everything u need to know in seconds (except that it's kinda awesome??)
Viciously slowburn, every second of detective work here goes wasted. And I really ended up liking its characters despite everything, there's a lot of effort to giving us hangouty scenes around them, slowly soaking up the imprint some deaths left on a scattered set of people. Everything unmemorable about it only seemed to assist its uncanny methodicality...

 
 

32. Grim Fandango

Growing up as extremely console-y means I missed out on whole genres - this is almost certainly the first point and click I've ever beaten. We all know how this genre works; there aren't really "mechanics", or "difficulty curve". In a genre that fundamentally kinda need a taste for, this is absolutely one of the most breezy and pleasing ones to exist in - with no game over conditions, you just get to intuit things in this noir-eccentric world at your own pace - I think most people who play this will eventually begin to simply like existing in it. And a world to exist in, it is - both a beautiful and creative use of Day of the Dead aesthetics paired into a big constantly morphing metaphor about competitive workforces. Genuinely good communist humour, also
+ Glottis's character model is sooo cute

 
 

31. Rivals of Aether II

More than anything is this a milestone for the growth of this whole subgenre. The first fully fledged Smash-like - where every single move has been measured for competitive viability - is here. More than just in a quality-quantative sense, I've had to come to realize that the same people who have asked me to play stanky Dolphin netcode Project M with them are going to be asking me to play this for the next decade. Less video game literate ppl will probably compare the smallness of the game's roster to Ultimate, but I can assure you that there are more technical interactions of interest in this game's 10 characters than in a lesser designed game's 80. It's a huge game, and there's a lot of positives and negatives to reconcile with now that I know I'm gonna be playing it for the rest of my life. I think the official Smash games are still what I generally prefer; the legitimacy of Rivals' kit design means that every match is this serious-in-tone nailbiter. Something I've praised on occasion about Smash is how tonally fluid it is: when you play it, the variety in types of character and ruleset seems to allow the games to easily shift between serious and silly. Sometimes, it feels like Rivals 2 is so serious, it makes Smash-type gameplay exhausting for me. I kinda feel as if I'm approaching my burnout point... But it sure is nice, that this exists and all.

 
 

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